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Talari Canyon 



Map Version: Beta 
Released: 03-29-2010 
Last Update: 08-19-2010 
Furex
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Default Talari Canyon

Talari Canyon is a payload race map with a twist:
The objective is to run your cart into the back of the enemies cart!

One hit equals one point and the cart goes back to starting positions again. Its small, its fast and it takes three points to win.



TO DO:
-A trigger hurt at the front and back of the cart, only active when the carts goes to startposition in superspeed


Feedback on the carts/payload mechanism is appreciated! Ive tried to test it by myself as good as I can and cant find some critical errors, tell me if you find some.


Thanks to:
- Void (Textures)
- Everyone at TF2Maps.net


Changelog

Alpha 1 - released 29/03/10
  • first release

Alpha 2 - released 15/07/10
  • Remade the spawn section and moved them farther away
  • Changed the environment settings
  • Added some awesome new props
  • Made a couple of displacements
  • Added areaportals in a few places
  • Filtered cart pushzones


Beta 1 - released 19/08/10
  • Detailed alot
  • Optimized some
  • Added blockbullets to stop from shooting over the middle
  • Changed skybox
  • Added a 3D skybox



Old 03-29-2010, 11:15 AM   #1
Penguin
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might as well call it plr_orange_x.

Serioisly, SO ORANGE.

Oh and it looks like you took the concept of plr_rattlesnake.

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Old 03-29-2010, 11:41 AM   #2
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Quote:
Originally Posted by Penguin View Post
might as well call it plr_orange_x.

Serioisly, SO ORANGE.

Oh and it looks like you took the concept of plr_rattlesnake.
Yeah think i have to make it less orange, its a bit too much.

Never heard about rattlesnake before but now when I looked in to it, the concept is the same.
Found another map with the same concept in rattlesnakes thread: pl_snaketemple_a8

However I never heard about any of them before and they both seems abandoned.

Thanks for commenting

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Old 03-29-2010, 11:59 AM   #3
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I would love to see a map with this concept work, I started making one of my own at one point, but it's got some tough problems.

Teams need the map to force them into conflicts. One problem I've been seeing with payload race maps is that two carts splits the attention of the teams.. they have to divide the force to do attacking and defending. 5 point CP maps avoid splitting forces by making teams to go through each other to win the round. Payload accomplishes this by making the cart the focal point. PLR (when done right) uses the rollback zones.

But a circular plr? The carts only function as a focal point when one team is about to win.

I'm not trying to discourage you from making the map.. just giving you some things to think about. Solve this problem and you'll do what I couldn't.
 
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Old 03-29-2010, 12:07 PM   #4
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Please please please for the love of god disable shadows on the tracks.

Quote:
Originally Posted by Penguin View Post
Oh and it looks like you took the concept of plr_rattlesnake.
I took it from snaketemple and then simplified it.

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Old 03-29-2010, 06:48 PM   #5
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xzzy is right, plr already splits up the teams quite a bit, and this magnifies that quite a bit, because the carts constantly move away from each other, and if both teams are good then the carts should be fairly far apart.

Another problem will definitely be the spawn areas. When a team pushes a cart near to the enemy's spawn, their cart will be slowed down quite a bit, and players exiting the spawn could die a lot sooner than usual.
 
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Old 03-29-2010, 08:12 PM   #6
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If your worried about people dieing quickly when the bomb gets close to spawns, make the team's cart who is close to the spawn change to a further away spawn (using a check point of course).
 
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Old 03-30-2010, 02:32 AM   #7
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Oh my, i haven't seen any new PLR map since the contest, good luck with it..
 
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Old 03-30-2010, 06:55 AM   #8
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thanks everyone for the feedback, ive submited it for the gameday on wednesday to see how it plays.

The map is fairly small so I dont know how it will split the teams.

Got two options for the cart to close to spawn problem:
1. the cart goes faster on enemy territory
2. Exist's suggestion about another spawn, further away

which one do you think will be best?

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Old 03-30-2010, 10:21 AM   #9
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a1:

It's really easy to get stuck inside your cart.
There is a spotlight model inside the cart that pops out after a cart resets and bounces around on the cart model.
 
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